TTWO on Nasdaq

Take-Two Interactive

Logo: Take-Two Interactive, Public domain, via Wikimedia Commons5

American video game holding company

Take-Two Interactive Software, Inc. (sometimes shortened to Take 2 Interactive or T2) is an American video game holding company based in New York City co-founded by Ryan Brant and Mark E. Seremet in September 1993. The company owns three major publishing labels: Rockstar Games, 2K and Zynga, which operate internal game development studios. Take-Two created the Private Division label to support publishing from independent developers, though it sold the label in 2024 to private equity.3 It was founded by Ryan Ashley Brant.1 Its chief executive is Kelly Sumner.1 It employed 6,495 people in 2021.1 Its revenue was $3.4 billion in 2021.1 Its shares trade on Nasdaq under the symbol TTWO.1 Wikipedia text CC BY-SA 4.0

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Last updated Oct 21, 2026.

Overview

$6.7BRevenue, fiscal 20266
-$298.2MNet income, fiscal 20266
1993Founded1

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  • TickerTTWO on Nasdaq1
  • Industryvideo game industry1
  • HeadquartersNew York City1
  • Websitewww.take2games.com
  • Legal formDelaware corporation, public company1
  • Incorporated inDE7
  • Business address110 West 44Th Street, New York, Ny 100367
  • Filer categoryLarge accelerated filer7
  • LEIBOMSTHHJK882EWYX33344
  • StatusActive4
  • LEI statusIssued and current4
  • Registered addressC/O Corporation Service Company, 19808 Wilmington, United States4
  • Registered withDivision of Corporations, Department of State, 23532244
44th St 6th Av td 26 - 1133 Avenue of the Americas
Photo: Tdorante10, CC BY-SA 4.0, via Wikimedia Commons10

Take-Two Interactive Software, Inc. (sometimes shortened to Take 2 Interactive or T2) is an American video game holding company based in New York City co-founded by Ryan Brant and Mark E. Seremet in September 1993.3

Financials

From the company’s reports to the SEC. Every number links to the filing it came from.

Key numbers, fiscal 2026

57.2%Gross margin6
-1.6%Operating margin6
-4.5%Net margin6
18.2%Revenue growth, 20266
-8.5%Return on equity6
0.71×Debt to equity6
$461.5MFree cash flow6

What sells

Revenue by product, business segment and region, as the company reports it to the SEC.

Products and services

Digital Online brought in 24% of the revenue Take-Two Interactive broke down this way in fiscal 2026.

  1. Digital Online$6.5B624%up 19% from 2025
  2. Game$6.2B623%up 19% from 2025
  3. Recurrent Customer Spending$5.2B620%up 16% from 2025
  4. Mobile$3.3B613%up 13% from 2025
  5. Console$2.6B610%up 24% from 2025
  6. Full Game And Other$1.5B65%up 26% from 2025
  7. P C And Other Products$726.1M63%up 23% from 2025
  8. Advertising$494.3M62%up 6% from 2025
  9. Physical Retail And Other$196.7M61%down 3% from 2025
Products and services by year
Products and services202420252026
Digital Online$5.1B$5.4B$6.5B
Game$4.7B$5.2B$6.2B
Recurrent Customer Spending$4.2B$4.5B$5.2B
Mobile$2.7B$2.9B$3.3B
Console$2.2B$2.1B$2.6B
Full Game And Other$1.1B$1.2B$1.5B
P C And Other Products$434.3M$592.5M$726.1M
Advertising$656.1M$466.1M$494.3M
Physical Retail And Other$237.4M$201.8M$196.7M

Regions

United States brought in 59% of the revenue Take-Two Interactive broke down this way in fiscal 2026.

  1. United States$3.9B659%up 16% from 2025
  2. Outside the United States$2.7B641%up 22% from 2025
Regions by year
Regions202420252026
United States$3.3B$3.4B$3.9B
Outside the United States$2.1B$2.2B$2.7B

Where the money goes

Where each dollar of revenue went, fiscal 2026

  • Cost of revenue43¢$2.8B
  • Other costs56¢$3.7B
  • Income tax2¢$100.4M

Out of $6.7B in revenue.6 The company lost money this year.

Where each dollar of operating cash went, fiscal 2026

  • Capital spending26¢$162.8M
  • Kept or used elsewhere74¢$461.5M

Out of $624.3M of cash from operations.6

Financial statements

Revenue11121314156$6.7B in 2026+149% since 2019
0$2.0B$4.0B$6.0B$8.0B2019: $2.7B$2.7B20192020: $3.1B$3.1B2020+16%2021: $3.4B$3.4B2021+9%2022: $3.5B$3.5B2022+4%2023: $5.3B$5.3B2023+53%2024: $5.3B$5.3B2024−0%2025: $5.6B$5.6B2025+5%2026: $6.7B$6.7B2026+18%
Gross profit11121314156$3.8B in 2026+233% since 2019
0$1.0B$2.0B$3.0B$4.0B2019: $1.1B$1.1B20192020: $1.5B$1.5B2020+35%2021: $1.8B$1.8B2021+19%2022: $2.0B$2.0B2022+7%2023: $2.3B$2.3B2023+16%2024: $2.2B$2.2B2024−2%2025: $3.1B$3.1B2025+37%2026: $3.8B$3.8B2026+24%
Operating income11121314156-$104.2M in 2026
-$6.0B-$4.0B-$2.0B0$2.0B2019: $206.7M$206.7M20192020: $425.3M$425.3M2020+106%2021: $629.4M$629.4M2021+48%2022: $473.6M$473.6M2022−25%2023: -$1.2B-$1.2B20232024: -$3.6B-$3.6B2024+208%2025: -$4.4B-$4.4B2025+22%2026: -$104.2M-$104.2M2026−98%
Net income11121314156-$298.2M in 2026
-$6.0B-$4.0B-$2.0B0$2.0B2019: $333.8M$333.8M20192020: $404.5M$404.5M2020+21%2021: $588.9M$588.9M2021+46%2022: $418.0M$418.0M2022−29%2023: -$1.1B-$1.1B20232024: -$3.7B-$3.7B2024+233%2025: -$4.5B-$4.5B2025+20%2026: -$298.2M-$298.2M2026−93%

Every line of the income statement as filed: the last 3 fiscal years, latest first.6

Period ending2026-03-312025-03-312024-03-31
Total net revenue$6.7B$5.6B$5.3B
Cost of revenue$2.8B$2.6B$3.1B
Gross profit$3.8B$3.1B$2.2B
Selling and marketing$1.8B$1.7B$1.6B
Research and development$1.1B$1.0B$948.2M
General and administrative$874.4M$883.3M$716.1M
Depreciation and amortization$198.5M$229.4M$171.2M
Goodwill impairment$0$3.5B$2.3B
Business reorganization-$4.4M$106.5M$104.6M
Total operating expenses$3.9B$7.5B$5.8B
Income (loss) from operations-$104.2M-$4.4B-$3.6B
Interest and other, net-$93.6M-$100.2M-$112.2M
Loss before income taxes-$197.8M-$4.5B-$3.7B
Provision for (benefit from) income taxes$100.4M-$12.4M$41.4M
Net loss-$298.2M-$4.5B-$3.7B
Basic loss per share (in dollars per share)-$1.62-$25.58-$22.01
Diluted loss per share (in dollars per share)-$1.62-$25.58-$22.01

Compare Take-Two Interactive with another company

Corporate structure

Take-Two Interactive sits at the top of its group. 168 entities, 24 countries on record. Switch between the flow chart and the network, and select any entity to see its details.

Major holders of Take-Two Interactive

  • State Street Corporation Filed SCHEDULE 13G on Take-Two Interactive, latest May 12, 2026 (2 filings since Jan 29, 2024)
  • VANGUARD CAPITAL MANAGEMENT LLC Filed SCHEDULE 13G on Take-Two Interactive, latest Apr 30, 2026
  • VANGUARD GROUP INC Filed SCHEDULE 13G/A on Take-Two Interactive, latest Mar 27, 2026 (4 filings since Feb 10, 2022)
  • PUBLIC INVESTMENT FUND Filed SCHEDULE 13G/A on Take-Two Interactive, latest Dec 31, 2025 (4 filings since Feb 7, 2022)
  • JPMorgan Chase Filed SCHEDULE 13G on Take-Two Interactive, latest Jul 30, 2025
  • Capital International Investors Filed SC 13G/A on Take-Two Interactive, latest Feb 9, 2024 (2 filings since Feb 13, 2023)
  • BlackRock Filed SC 13G/A on Take-Two Interactive, latest Jan 26, 2024 (3 filings since Feb 1, 2022)

Built from parent and subsidiary links from GLEIF, the Global Legal Entity Identifier Foundation (CC0); subsidiaries listed in Exhibit 21 of annual reports filed with the SEC; subsidiaries, stakes and holdings from Wikidata (CC0); major holders from Schedules 13D and 13G. Each entity in the chart links to its source.

What it owns

What Take-Two Interactive reports owning in its annual reports to the SEC: buildings, land and equipment, real estate and locations, investments, intangible assets and inventory, at the end of its latest fiscal year and a year before.

Property and equipment

ItemLatestA year beforeChange
Property and equipment, before depreciation$1.1B6 Mar 31, 2026$954.9M6 Mar 31, 2025+13.1%
Accumulated depreciation$634.3M6 Mar 31, 2026$511.1M6 Mar 31, 2025+24.1%
Property and equipment, net$445.4M6 Mar 31, 2026$443.8M6 Mar 31, 2025+0.4%
Operating-lease assets (leased space)$334.6M6 Mar 31, 2026$326.1M6 Mar 31, 2025+2.6%

Investments

ItemLatestA year beforeChange
Cash and cash equivalents$1.5B6 Mar 31, 2026$1.5B6 Mar 31, 2025+6.1%
Marketable securities, current$443.8M6 Mar 31, 2026$9.4M6 Mar 31, 2025+4621.3%
Debt securities available for sale$443.8M6 Mar 31, 2026$9.4M6 Mar 31, 2025+4621.3%

Intangibles and goodwill

ItemLatestA year beforeChange
Goodwill$1.1B6 Mar 31, 2026$1.1B6 Mar 31, 2025+0.4%
Intangible assets, net (excluding goodwill)$1.7B6 Mar 31, 2026$2.3B6 Mar 31, 2025−29.2%
Indefinite-lived intangibles (excluding goodwill)$22.0M6 Mar 31, 2026$36.0M15 Mar 31, 2025−38.9%
Finite-lived intangibles, gross$4.8B6 Mar 31, 2026$4.8B6 Mar 31, 2025−0.8%
Accumulated amortization$3.1B6 Mar 31, 2026$2.5B6 Mar 31, 2025+25.1%
Finite-lived intangibles, net$1.6B6 Mar 31, 2026$2.3B6 Mar 31, 2025−29.1%

Properties, in its own words

Our principal executive offices are located at 110 West 44th Street (also known as 1133 Avenue of the Americas), New York, New York, in approximately 102,000 square feet of space under a lease expiring in December 2037. We also own office space in New York, New York, which was acquired in November 2025.

Take-Two Interactive Software Europe Ltd, our wholly-owned subsidiary, leases approximately 39,500 square feet of office space in London, U.K., which expires in December 2034 and owns two office buildings in Edinburgh, U.K.

The rest of Item 2

Rockstar's corporate offices occupy approximately 97,000 square feet of leased office space in New York, New York, under leases expiring in March 2030.

2K's corporate offices and two development studios occupy approximately 90,000 square feet of leased office space in Novato, California, under a lease expiring in October 2033.

Zynga's corporate office occupy approximately 62,000 square feet of leased office space in San Mateo, California. The lease expires in June 2032. In addition, Zynga leases approximately 185,000 square feet for its former corporate headquarters located in San Francisco, California, which is now closed. The lease expires in June 2031.

We also own an office building located in Los Angeles, California, which was acquired in October 2025.

In addition, our other subsidiaries lease office space in Sydney and Pyrmont, Australia; Halifax, Oakville, Montreal, Parksville, Quebec, Toronto, and Vancouver, Canada; Chengdu, Hong Kong, and Shanghai, China; Prague, Czech Republic; Helsinki, Finland; Cesson-Sévigné and Paris, France; Munich and Berlin, Germany; Budapest, Hungary; Bangalore, India; Dublin, Ireland; Tel Aviv, Israel; Tokyo, Japan; Belgrade, Serbia; Singapore; Seoul, South Korea; Barcelona, Madrid, and Valencia, Spain; Lucerne, Switzerland; Taipei, Taiwan; Istanbul, Turkey; Brighton, Dundee, London, Lincoln, and Leeds, U.K.; and, in the U.S.: Agoura Hills, Carlsbad, Irvine, Los Angeles, Petaluma, Moorpark, San Francisco, San Mateo, and San Rafael, California; Chicago, Illinois; Sparks, Maryland; Andover and Westwood, Massachusetts; Las Vegas, Nevada; Bethpage and New York, New York; Eugene, Oregon; Austin and Frisco, Texas; and Kirkland and Seattle, Washington.

For information regarding our lease commitments, see Note 13 - Leases to our Consolidated Financial Statements.

Item 2 of the 10-K filed May 22, 2026.21

Stakes and holdings (Wikidata)

Things Wikidata records the company as owning, with the share when stated.1

The story

Founded by Ryan Ashley Brant in 1993.1

1993–2000: Formation and initial growth

Take-Two Interactive was founded by Ryan Ashley Brant (1971–2019), the son of media executive and Interview co-owner Peter Brant, and Mark E. Seremet, the former founder of Paragon Software. Ryan Brant had attended the Hotchkiss School and the Wharton School of the University of Pennsylvania, graduating in May 1992. He began his career in May 1991, working for his father as the chief operating officer of Stewart, Tabori & Chang, a publisher of illustrated books, until August 1993. As Brant wanted to forge his own path, he decided to create a video game publishing company. He stated "I wanted to get into a business where I could raise capital as a younger guy. In technology, people expect you to be a younger person." An initial US$1.5 million in funding was raised from his family and private investors. Take-Two was incorporated under the Delaware General Corporation Law on September 30, 1993, with Brant (21 years old at the time) as chief executive officer (CEO) and Seremet as president. The business was launched with assistance from John Antinori and other Paragon Software employees. Seremet sold his stake in the company in 1998. Early on, Take-Two had a location in Latrobe, Pennsylvania. The company initially acquired MicroProse's development team in Greensburg and became its development center. By June 1994, the company had acquired and absorbed InterOptica, a software publisher owned by Wan Chai and headed by Catherine Winchester (later Heald); the latter became Take-Two's first president. Later that month, Take-Two struck a deal with GameTek that would see the publisher distribute five of Take-Two's games worldwide. In August 1994, Take-Two acquired Amiga and Macintosh rights to some of its titles from MicroProse, including BloodNet and Master of Orion.

Starting with Star Crusader in September 1994, Take-Two found its first major success with games that included full motion video with well-known live actors performing the parts, following the success that Mechadeus had with The Daedalus Encounter which featured Tia Carrere. Take-Two hired Dennis Hopper, among others, to star in parts for Hell: A Cyberpunk Thriller (1994), which sold over 300,000 copies over the following year and established profit for the company. This was followed by Ripper (1996), of which US$625,000 of its US$2.5 million budget was used to hire actors such as Christopher Walken, Karen Allen, and Burgess Meredith. The success of both these games, as well as earlier titles, led to a publishing agreement between Take-Two and Acclaim Entertainment to publish Take-Two's titles, as well as obtaining overseas distribution. Take-Two also secured a license with Sony Computer Entertainment to publish on the PlayStation line of consoles. In February 1995, GameTek acquired a stake in Take-Two, aligning the studio with its own Alternative Reality Technologies. By July 1995, Take-Two had established its head office in the Silicon Alley area of New York City. Take-Two expanded in its Latrobe location and, in September 1996, took over the second floor of its office building, which had been occupied by the Chestnut Ridge Chapter of the American Red Cross.

Around 1996, the company was making about US$10 million, but Brant wanted to further expand the company, and made its first acquisition of Mission Studios and publishing its JetFighter III game in 1996. Brant decided to secure additional funds for acquisition by taking the company public. The company announced this intent in April 1997, looking to raise $8.2 million. The company had its initial public offering (IPO) on April 15, 1997, being listed under the ticker symbol TTWO on the NASDAQ stock exchange. The opening price was $5.50, above the expected $5, and on its first day rose to $5.75. From the IPO, the company gained about US$6.5 million along with US$4 million on venture fund promissory notes. At this time, Peter Brant had been the largest shareholder in Take-Two at 25% owned through Bridgehampton Investors LP, which also had Ryan Brant as general partner. The additional funds allowed Take-Two to acquire GameTek's European operations, its internal Alternative Reality Technologies studio (later renamed Rockstar Toronto), and the rights to GameTek's Dark Colony, The Quivering, The Reap, Jeopardy! and Wheel of Fortune games. The company hired Kelly Sumner, a GameTek executive director, as part of this purchase. Additionally, the company acquired Inventory Management Systems, Creative Alliance Group, and Alliance Inventory Management, three video game distribution companies that helped to extend Take-Two's reach into the retail market.

In the same year, Take-Two stepped in as the publisher of Monkey Hero. Its developer, Blam!, had been struggling financially after the game's original publisher, BMG Interactive, was shut down by BMG Entertainment (a unit of Bertelsmann), its parent company. Also that year, its development team was spun-off into GearHead Entertainment, before closing in 2000. In March 1998, Take-Two acquired all assets of BMG Interactive for 1.85 million shares (16% of Take-Two's common stock), worth about US$14.2 million. In the previous year, the United Kingdom-based DMA Design and BMG Entertainment had just released Grand Theft Auto, and while it financially performed well but was not a critical success in Europe, it had sparked controversy over the use of violence in video games, with United States Senator Joe Lieberman speaking out strongly against it. Seeing the opportunity to capture attention on the game, Brant had initiated the acquisition of BMG as to acquire the Grand Theft Auto property, and at the same time, contacted BMG's Sam and Dan Houser (both instrumental to getting Grand Theft Auto to market), Terry Donovan, and Jamie King to found a new label within Take-Two, called Rockstar Games for which to develop more titles like it. Electronic Arts' (EA) 2008 CEO, John Riccitiello, stated that, with the establishing of Rockstar, Take-Two effectively invented the "label" corporate structure, which EA followed into in 2008. With the rights to Grand Theft Auto, Take-Two expanded its publication into North America, and the game became Take-Two's first financial success with over 1.5 million copies sold. Around the same time, Mark E. Seremet had left the company after serving only five years as president of the company.

Take-Two also began taking on distribution capabilities, acquiring various distribution firms such as DirectSoft Australia for the Oceania market. Notably, in August 1998, Take-Two acquired Jack of All Games, an America game distributor, for about US$16.8 million. Take-Two subsequently bundled many of its existing and future distribution outlets under the Jack of All Games brand.

In 1999, Take-Two acquired DMA Design (ultimately renamed Rockstar North), and invested into Gathering of Developers and Bungie (eventually transferred over to Microsoft Game Studios). In September, the company also acquired Triad Distributors and Global Star Software, a video game distributor and publisher, respectively, both founded in 1993 by Craig McGauley and Damian Cristiani and operating out of the same offices in Concord, Ontario, with the same management team. Israeli developer Pixel Broadband Studios was acquired for $50.4 million in March 2000, before Take-Two sold it off to Gameplay.com in October that year, receiving £34.1 million in Gameplay.com shares in return.

2001–2006: Further acquisitions and regulatory investigations

In February 2001, Brant stepped down as CEO of Take-Two to serve as its chairman, being replaced in the former role by Sumner. Around this time, the company had 658 employees. With Rockstar, Take-Two invested into developments of sequels to Grand Theft Auto, including Grand Theft Auto 2 (1999), and Grand Theft Auto III (2001) along with sequels, Grand Theft Auto: Vice City (2002) and Grand Theft Auto: San Andreas (2004). By 2003, Take-Two had revenues exceeding US$1 billion. In 2002, the Take-Two name was dropped as a publishing label when the short-lived publishing label Gotham Games was introduced. In 2004, Take-Two paid US$22.3 million to Infogrames for the rights to the Civilization series. The company had also planned to acquire Vivendi Universal Games for $1 billion.

In 2005, Take-Two began a host of acquisitions, spending more than US$80 million buying game developers. One of its largest acquisitions was for the development studios Visual Concepts and Kush Games from Sega for about US$32 million in January 2005. Both studios had been extensively behind several sports simulation games, branded through ESPN, and typically released updated versions each year, using a 2K brand to differentiate versions (such as ESPN NFL 2K5). In 2004, Take-Two had struck a deal with Sega to help publish these titles. Just prior to Take-Two's acquisition, Electronic Arts announced it had secured the exclusive rights to create video games based on the National Football League (NFL) and a fifteen-year branding deal with ESPN, effectively killing Visual Concepts' own NFL title and devaluing their other games. This decision led Sega to abandon the sports-game market. Take-Two acquired these studios and unique branding (including the 2K brand), as well as negotiated for exclusive rights with Major League Baseball for video games. A day after announcing these acquisitions, Take-Two established its 2K publishing label to maintain the 2K brand, moving several planned games from its budget software label, Global Star, to 2K. Take-Two further realigned the other existing internal studios — Indie Built, Venom Games, PopTop Software and Frog City Software, and Take-Two Licensing — within this new structure.

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After the formation of 2K, Take-Two completed other major acquisitions. Firaxis Games was acquired in November 2005 for around US$27 million; Take-Two had already supported the studio by using its acquisition of the Civilization license to support publishing of Civilization IV. Irrational Games was acquired around January 2006 for about US$10 million, including both its Boston and its Canberra studio. At the time Irrational had already established a publishing deal with Take-Two for their upcoming BioShock game. With the deal, Irrational became part of the 2K label. It also acquired PAM Development from the Gaia Capital Group for US$11.4 million, giving it access to the Top Spin series of tennis games.

However, during this period, the U.S. Securities and Exchange Commission (SEC) began examining Take-Two's business records, based on complaints filed from 2001 that Take-Two's earnings did not seem to match figures of game sales reported by NPD Group. The SEC's formal complaint found that the company had purportedly sold products to distributors as a "parking transaction" for a quarter, as to artificially increase their revenues for investors, which it estimated was a US$60 million fraud. A lawsuit was filed against Take-Two in December 2001, alleging that the company had lied to shareholders. Take-Two initially restated seven quarters of past financial results in February 2002, then five years in January 2004. Brant stepped down as chairman in March, being succeeded by Richard Roedel. After the SEC's issuance of the complaint in 2005, Take-Two agreed to pay a US$7.5 million fine, along with Brant and other executives paying fines totaling around US$6.4 million. Brant, who had remained with the company in the non-executive role of "Vice President of Production", ultimately resigned from the company in October 2006, following a four-month disability leave due to a bad back. The company's co-founders later founded another small independent video game publisher GreenScreen Interactive Software in 2007.

In 2007, a separate investigation by the SEC found further issues with Brant and two other executives of the company. In an industry-wide sweep against options backdating (receiving shares when they are priced high but backdating their ownership to when they were priced low), the SEC had found Brant had received backdating options of over 2.1 million shares, though he had excised all options upon his 2006 resignation. Brant pleaded guilty to falsifying business records, but agreed to co-operate with the SEC and instead of receiving up to four years in prison, was fined US$7.3 million and barred from holding any "control management positions" in a publicly traded company. Brant died of cardiac arrest in March 2019 at the age of 47.

Further troubling Take-Two during this period was criticism and legal actions taken against the Hot Coffee mod, a user-made modification to Grand Theft Auto: San Andreas that unlocked a hidden graphic sex scene that was built into the game, with concerned politicians and consumers stating the scene belied the game's ESRB content rating. Actions taken against Take-Two included an investigation by the Federal Trade Commission for deceptive advertising, to which Take-Two and Rockstar settled in 2006 on fines for any future violations of content ratings. Take-Two completed a US$20.1 million settlement related to class-action lawsuits filed against it in 2005 over the Hot Coffee mod, as well as to a class-action lawsuit brought by shareholders over the options backdating fraud, in September 2009.

2007–2008: Shareholder takeover and attempted buy-out

A fire had damaged part of the Take-Two headquarters building in New York in 2006. In early January 2007, Take-Two relocated the headquarters for 2K to Novato, California to 65,000 square feet of space at Hamilton Landing, an office park that had repurposed the former hangar structures from the Hamilton Army Airfield. Later that year in September, Take-Two established a partnership with Nickelodeon and launched a new label, 2K Play, designed for publishing of family-friendly titles alongside 2K's 2K Games and 2K Sports sub-labels, absorbing the remaining publishing duties of the Global Star label. In December 2007, Take-Two established 2K Marin (named after Marin County, where Novato is located) and expanded its presence at Hamilton Landing.

Due to the various SEC investigations and the Hot Coffee controversy, investors in Take-Two discussed the possibility of taking over the company and ousting the current management at its next board meeting in March 2007. There were also issues with Take-Two failing to make its revenue targets, having lost US$163.3 million in 2006. Investors OppenheimerFunds Inc., S.A.C. Capital Management, Tudor Investment Corp., D.E. Shaw Valence Portfolios and ZelnickMedia held 46% of the company's stock at this point, and were looking to put ZelnickMedia's Strauss Zelnick as the chairman of the board while ousting long-standing management and board members. Zelnick had previously been president and CEO of BMG's North American division at the time of the sale of BMG Interactive to Take-Two, a move he had been against, believing that BMG could have capitalized on the video game sector more. Prior to BMG, Zelnick had been COO of 20th Century Fox and CEO of Crystal Dynamics. He founded ZelnickMedia in 2001 as a private equity firm to focus on media and interactive entertainment investments. Industry analyst Michael Pachter stated that a takeover would be best for Take-Two, as the present management "completely abdicated any responsibility for the oversight of the options-granting policy. A more responsible board would have committed hari-kari." CEO Paul Eibeler, who had replaced Brant after his resignation, had tried to find a buyer for Take-Two after the investors filed their intent with the SEC. Among the potential buyers were EA, but a deal could not be negotiated before the meeting. The takeover was successfully agreed to by stockholders on March 29, 2007, with Zelnick naming Ben Feder, a partner at ZelnickMedia, as the new CEO. As of July 2015, Strauss Zelnick is the largest single shareholder by voting power.

The company announced a major restructuring in mid-2007, following the takeover. With the move of the 2K labels to Novato, the executive, management, distribution and sales areas were evaluated to align these by business discipline rather than geography. Subsequently, the company let go about 5 to 15% of its approximately 2,100 employees, closed down some of its European offices and centralizing these in its Geneva location, and looked to get out of the distribution market by looking for buyers of Jack of All Games.

In mid-February 2008, EA made a US$25-per-share all-cash transaction offer worth around US$1.9 billion to the board of Take-Two, subsequently revising it to US$26 per share after being rejected and making the offer known to the public. At the time, Take-Two's stock was valued around US$10 per share. EA CEO John Riccitiello said that EA had previously considered a deal for Take-Two in the previous year when it was approached by Eibeler, however, with Activision's acquisition of Vivendi Games in December 2007, EA was looking to resecure itself as one of the top video game publishers with the acquisition of Take-Two. While Take-Two had been discussing the potential of a buyout to a large media company after the shareholder takeover, Zelnick and the board rejected the offer, with Zelnick stating "We didn't slam the door, we just said look, the price is not right and the time is wrong". Take-Two offered to discuss the offer after Grand Theft Auto IV's release on April 29, 2008, which many considered to be the lucrative property that EA desired. An acquisition would have ended EA's main competition in sports video games. EA continued to extend its bid offer throughout 2008, but by September 2008, EA decided to back away and let the offer expire, as Take-Two continued to call EA's cash offer as inadequate.

2008–2018: Continued growth

In September 2008, Take-Two established an outsourcing agreement with Ditan Distribution LLC, at the time owned by Cinram, a Canadian manufacturer of optical media. Through the agreement, Take-Two offloaded all distributing duties from Jack of All Games to Ditan, while establishing the means for Jack of All Games to license and distribute third-party titles. Subsequently, in December 2009, Take-Two sold Jack of All Games to Synnex for about US$43 million, leaving the distribution market and focusing solely on development and publishing.

In 2010, Ben Feder stepped down as CEO, and was replaced by Zelnick, who remains the company's chairman and CEO. In January 2013, while being dissolved, THQ sold the rights of the WWE wrestling games series to Take-Two. Subsequently, 2K Sports has published annual WWE 2K games as part of its lineup.

Around 2013, Take-Two began to repurchase about 7.5 million outstanding shares of the company (about 10%), based on the company's projections that it would remain profitable over the next several years. As part of this, the company bought back around 12 million shares owned by Carl Icahn, about 11% of the total shares, for about US$203 million. Icahn had been seen as favoring selling the company to a buyer. This subsequently led to three board members who had been recommended on the board by Icahn to resign. The move to buy back shares was seen by analysts of the company's assurance in Grand Theft Auto V, which was released in September 2013. Grand Theft Auto V has since sold nearly 100 million units by 2018, making it one of the most successful video games ever and bringing an estimated US$6 billion to Take-Two, increasing its stock value by more than 600%.

From Wikipedia’s article on Take-Two Interactive, shared under CC BY-SA 4.0.8

Leadership

Who has led Take-Two Interactive, and when. Pick a name to see everywhere that person has worked.

Board members and other officers (28)

Products and brands

  • software
  • video game

Listed on Wikidata.1

Subsidiaries and ownership

Subsidiaries

Also owns

Subsidiaries (Exhibit 21)

  • 2K Czech, s.r.o. Czech Republic9
  • 2K Games (Chengdu) Co., Ltd. China9
  • 2K Games (Shanghai) Co., Ltd. China9
  • 2K Games Dublin Limited Ireland9
  • 2K Games Madrid S.L. Spain9
  • 2K Games Songs LLC Delaware9
  • 2K Games Sounds LLC Delaware9
  • 2K Games Tunes LLC Delaware9
  • 2K Games, Inc. Delaware9
  • 2K Marin, Inc. Delaware9
  • 2K Play, Inc. Delaware9
  • 2K Studios Montreal, Inc. Quebec9
  • 2K Vegas, Inc. Delaware9
  • 2K, Inc. New York9
  • 2KSports, Inc. Delaware9
  • Almost There Entertainment Limited Ireland9
  • Anomotion Interactive Inc. British Columbia9
  • Big Dog Holdings LLC Delaware9
  • Blue Shift, Inc. California9
  • Bytetyper Yazilim Ticaret Anonim Sirketi Turkey9
  • Cat Daddy Games, L.L.C. Washington9
  • Chartboost B.V. Netherlands9
  • Chartboost Tech, S.L. Spain9
  • Creasaur Teknoloji Ticaret Anonim Sirketi Turkey9
All 142 listed subsidiaries
  • DMA Design Holdings Limited United Kingdom9
  • Dhruva Interactive Private Limited India9
  • Double Take LLC Delaware9
  • Dynamixyz SAS France9
  • Echtra Games, Inc. California9
  • Firaxis Games, Inc. Delaware9
  • Frog City Software, Inc. Delaware9
  • GameClub Inc. Delaware9
  • Gathering of Developers, Inc. Texas9
  • Gearbox Development Services, LLC Texas9
  • Gearbox Enterprises, LLC Texas9
  • Gearbox Production Services, LLC Texas9
  • Gearbox Productions, LLC Texas9
  • Gearbox Publishing, LLC Texas9
  • Gearbox Software, LLC Texas9
  • Gearbox Studio Quebec Inc. Quebec9
  • Gearbox Studios, LLC Texas9
  • Gearbox Transmedia Services, LLC Texas9
  • Gearhead Entertainment, Inc. Pennsylvania9
  • Ghost Story Games, LLC Delaware9
  • Glennco Games, LLC Delaware9
  • Gram Games Limited United Kingdom9
  • Gram Games Teknoloji A.S. Turkey9
  • Groundhog 1, LLC Delaware9
  • Groundhog 2, LLC Delaware9
  • Hangar 13 UK Limited United Kingdom9
  • Indie Built, Inc. Delaware9
  • Inventory Management Systems, Inc. Delaware9
  • Joytech Europe Limited United Kingdom9
  • Joytech Ltd. Hong Kong9
  • Kush Games, Inc. California9
  • LILW12TH, Inc. Delaware9
  • LVY Technology Limited Hong Kong9
  • Little Dog Domestic Holdings LLC Delaware9
  • Nanotribe GmbH Germany9
  • NaturalMotion Games Limited United Kingdom9
  • NaturalMotion Limited United Kingdom9
  • NaturalMotion Software Limited United Kingdom9
  • Nom Nom Nom d.o.o Beograd Serbia9
  • Nordeus Limited Ireland9
  • Nordeus d.o.o Beograd Serbia9
  • Parrot Games, S.L.U. Spain9
  • Peak Oyun Yazilim ve Pazarlama Anonim Şirketi Turkey9
  • Playdots, LLC Delaware9
  • Popcore GmbH Germany9
  • Popcore S.L. Spain9
  • RDIP Limited United Kingdom9
  • Rockstar Dundee Limited United Kingdom9
  • Rockstar Events Inc. New York9
  • Rockstar Games Songs LLC Delaware9
  • Rockstar Games Sounds LLC Delaware9
  • Rockstar Games Toronto ULC British Columbia9
  • Rockstar Games Tunes LLC Delaware9
  • Rockstar Games UK Limited United Kingdom9
  • Rockstar Interactive India LLP India9
  • Rockstar International Limited United Kingdom9
  • Rockstar London Limited United Kingdom9
  • Rockstar New England, Inc. Delaware9
  • Rockstar Records, LLC Delaware9
  • Rockstar San Diego, Inc. Virginia9
  • Rollic Games Germany GmbH Germany9
  • Rollic Games Oyun Yazilim ve Pazarlama Anonim Şirketi Turkey9
  • Rollingmedia Limited United Kingdom9
  • Small Giant Games Oy Finland9
  • Social Point, S.L. Spain9
  • Storemaven Ltd Israel9
  • T2 Developer, Inc. Delaware9
  • Take 2 Interactive Software Pty. Ltd. Australia9
  • Take 2 Productions, Inc. Delaware9
  • Take Two Holdings LLC Delaware9
  • Take Two International GmbH Switzerland9
  • Take-Two Asia Pte. Ltd. Singapore9
  • Take-Two Australia Development Pty Ltd t/a Rockstar Australia Australia9
  • Take-Two Chile SpA Chile9
  • Take-Two Contracting, LLC Delaware9
  • Take-Two Esports Holdings, LLC Delaware9
  • Take-Two GB Limited. United Kingdom9
  • Take-Two Games Songs LLC Delaware9
  • Take-Two Games Sounds LLC Delaware9
  • Take-Two Games Tunes LLC Delaware9
  • Take-Two Holdings II LLC Delaware9
  • Take-Two Holdings III LLC Delaware9
  • Take-Two Hong Kong Limited Hong Kong9
  • Take-Two Interactive Benelux B.V. Netherlands9
  • Take-Two Interactive Canada Holdings, Inc. Ontario9
  • Take-Two Interactive Canada, Inc. Ontario9
  • Take-Two Interactive Espana S.L. Spain9
  • Take-Two Interactive France SAS France9
  • Take-Two Interactive GmbH Germany9
  • Take-Two Interactive India Private Limited India9
  • Take-Two Interactive Japan G.K. Japan9
  • Take-Two Interactive Korea Ltd. South Korea9
  • Take-Two Interactive Software Europe Limited United Kingdom9
  • Take-Two Interactive Software Ireland Limited Ireland9
  • Take-Two Interactive Software ME Limited United Kingdom9
  • Take-Two Interactive Software UK Limited United Kingdom9
  • Take-Two Interactive Software Vancouver ULC dba Visual Concepts Blue Shift British Columbia9
  • Take-Two International B.V. Netherlands9
  • Take-Two Talent, LLC Delaware9
  • Take-Two UK Holdings Limited United Kingdom9
  • Take-Two Vegas, LLC Delaware9
  • Talonsoft, Inc. Delaware9
  • Techcorp Ltd. Hong Kong9
  • The Gearbox Entertainment Company, Inc. Delaware9
  • VLM Entertainment Group, Inc. Delaware9
  • Venues I, LLC Delaware9
  • Visual Concepts China Co., Ltd. China9
  • Visual Concepts Entertainment California9
  • Visual Concepts Hungary Kft Hungary9
  • WC Holdco, Inc. New York9
  • ZINT HOLDINGS LLC Delaware9
  • Zero Sum Teknoloji Yazilim ve Pazarlama Anonim Sirketi Turkey9
  • Zynga Finland Oy Finland9
  • Zynga Game Canada Ltd. British Columbia9
  • Zynga Game Ireland Limited Ireland9
  • Zynga Game Network India Private Limited India9
  • Zynga Israel Ltd Israel9
  • Zynga Turkey Oyun Anonim Sirketi Turkey9

From Wikidata.1 The subsidiaries the company lists in Exhibit 21 of its annual report, as filed.

Acquisitions

  1. Oct 2004Acquired Indie Built1
  2. 2002Acquired Rockstar Vancouver1
  3. 2001Acquired Rockstar Vienna1
  4. 1998Acquired Rockstar Lincoln1
  5. 1997Acquired Rockstar Toronto1

Employees over time

  • 20216,4951

Timeline

  1. Sep 30, 20268-K Entered a material agreement55
  2. Sep 22, 20268-K Bylaws or fiscal year changed; Shareholder vote56
  3. Aug 7, 20268-K Results of operations57
  4. May 21, 20268-K Results of operations58
  5. Feb 3, 20268-K Results of operations59
  6. Nov 6, 20258-K Results of operations60
  7. Sep 19, 20258-K Executive or director change; Shareholder vote61
  8. Sep 10, 20258-K Other events62
  9. Sep 5, 20258-K Executive or director change63
  10. Aug 7, 20258-K Results of operations64
  11. May 22, 20258-K Other events65
  12. May 15, 20258-K Results of operations66
  13. Apr 6, 2007New chief executive Benjamim Feder becomes CEO23
  14. Apr 2, 2007New chief executive Paul Eibeler becomes CEO22
  15. 1993Founded Founded1

Calendar

Coming up

  1. Nov 9, 2026 · After the closeReports results for the quarter ending Sep/2026 A year earlier it reported $1.04 a share, on Nov 6, 2025.67

When it reported results

  1. Aug 7, 2026Reported quarterly or annual results57
  2. May 21, 2026Reported quarterly or annual results58
  3. Feb 3, 2026Reported quarterly or annual results59
  4. Nov 6, 2025Reported quarterly or annual results60
  5. Aug 7, 2025Reported quarterly or annual results64
  6. May 15, 2025Reported quarterly or annual results66
  7. Feb 6, 2025Reported quarterly or annual results68
  8. Nov 6, 2024Reported quarterly or annual results69

Upcoming dates from Nasdaq's calendar; past results from the company's 8-K filings (Item 2.02). The full markets calendar

Filings

544 filings to the SEC since October 2021: 5 annual reports, 15 quarterly reports, 60 major events, 281 insider forms, 17 large holders, 166 other. The latest 20:

  1. Oct 15, 2026144 EDGAR
  2. Oct 15, 2026144 EDGAR
  3. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  4. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  5. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  6. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  7. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  8. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  9. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  10. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  11. Oct 5, 20264 PRIMARY DOCUMENT EDGAR
  12. Oct 2, 2026144 EDGAR
  13. Oct 1, 20264 PRIMARY DOCUMENT EDGAR
  14. Sep 30, 20268-K EDGAR
  15. Sep 29, 2026144 EDGAR
  16. Sep 22, 20268-K EDGAR
  17. Sep 16, 20264 PRIMARY DOCUMENT EDGAR
  18. Sep 4, 20264 PRIMARY DOCUMENT EDGAR
  19. Sep 4, 20264 PRIMARY DOCUMENT EDGAR
  20. Sep 3, 2026144 EDGAR

The 544 filings since October 2021 can be filtered by form type and year here when JavaScript is on.

Every filing from the last five years, summarized. The full record is on SEC EDGAR.

Insider trades

113 open-market trades by officers, directors and large owners since October 2021: 0 buys and 113 sales. Grants, option exercises and gifts are left out.

DateWhoTradeSharesPriceValueFiling
Sep 15, 2026Siminoff Ellen FDirectorSale334$219.53$73.3KForm 4
Sep 3, 2026Emerson Daniel PChief Legal OfficerSale744$217.03$161.5KForm 4
Sep 2, 2026Emerson Daniel PChief Legal OfficerSale917$217.65$199.6KForm 4
Sep 2, 2026Goldstein LainieChief Financial OfficerSale1,335$217.65$290.6KForm 4
Aug 17, 2026Srinivasan LaVerne EvansDirectorSale362$245.01$88.7KForm 4
Aug 17, 2026Sheresky MichaelDirectorSale127$245.01$31.1KForm 4
Aug 14, 2026Siminoff Ellen FDirectorSale334$242.34$80.9KForm 4
Aug 10, 2026ZELNICK STRAUSSChairman, CEOSale40,000$252.64$10.1MForm 4
Jul 1, 2026Siminoff Ellen FDirectorSale334$252.53$84.3KForm 4
Jun 22, 2026Moses Jon JDirectorSale500$244.61$122.3KForm 4
Jun 16, 2026Emerson Daniel PChief Legal OfficerSale4,419$230.00$1.0MForm 4
Jun 15, 2026Moses Jon JDirectorSale500$215.22$107.6KForm 4
Jun 15, 2026Emerson Daniel PChief Legal OfficerSale4,421$215.00$950.5KForm 4
Jun 8, 2026Emerson Daniel PChief Legal OfficerSale8,840$214.00$1.9MForm 4
Jun 4, 2026Dornemann MichaelDirectorSale1,151$217.02$249.8KForm 4
Jun 3, 2026Slatoff KarlPresidentSale40,358$216.09$8.7MForm 4
Jun 2, 2026Goldstein LainieChief Financial OfficerSale31,060$219.61$6.8MForm 4
Jun 2, 2026Emerson Daniel PChief Legal OfficerSale21,102$219.61$4.6MForm 4
Jun 1, 2026Slatoff KarlPresidentSale208,969$227.34$47.5MForm 4
Jun 1, 2026ZELNICK STRAUSSChairman, CEOSale208,969$227.34$47.5MForm 4

All 113 trades can be filtered by person here when JavaScript is on.

From Forms 4 filed with the SEC.

Major holders

Investors who own more than 5% of the shares must tell the SEC: a 13D if they may seek to influence the company, a 13G if they hold passively.

Executive pay

What the company paid its top executives, from the summary compensation table in its proxy statement. Total pay includes salary, bonus, stock and option awards and other pay, as the company valued them.

YearExecutiveAgeSalaryTotal pay
2026Lainie GoldsteinChief Financial Officer$1.0M$11.3M77
2026Daniel EmersonExecutive Vice President and Chief Legal Officer$850.0K$8.0M77
2026Strauss ZelnickExecutive Chairman and Chief Executive Officer69$1$403.0K77
2026Karl SlatoffPresident$177
2025Lainie GoldsteinChief Financial Officer$1.0M$11.3M77
2025Daniel EmersonExecutive Vice President and Chief Legal Officer$850.0K$8.0M77
2025Strauss ZelnickExecutive Chairman and Chief Executive Officer69$1$106.5K77
2025Karl SlatoffPresident$177
2024Lainie GoldsteinChief Financial Officer$1.0M$10.2M77
2024Daniel EmersonExecutive Vice President and Chief Legal Officer$850.0K$7.2M77
2024Strauss ZelnickExecutive Chairman and Chief Executive Officer69$1$274.1K77
2024Karl SlatoffPresident$177

Held by these funds

The largest holders among investment managers' 13F reports for the quarter ending Jun 30, 2026, the top 25 of 100. Change is in shares since the quarter before.

FundSharesValueShare of the fundChange
BlackRock, Inc.18,244,175$4.6B0.1%−970,638
Vanguard Capital Management LLC11,455,971$2.9B0.1%+75,824
Saudi Electronic Games Holding Co11,414,680$2.9B100.0%No change
Jpmorgan Chase & Co11,034,093$2.7B0.2%+1,096,502
State Street Corp10,889,975$2.7B0.1%−1,130,648
Vanguard Portfolio Management LLC9,043,181$2.3B0.1%+218,696
Invesco Ltd.6,329,847$1.6B0.1%+2,931
Geode Capital Management, LLC5,099,269$1.3B0.1%+191,408
Ameriprise Financial Inc3,372,729$844.0M0.2%+1,239,933
Norges Bank3,362,476$840.6M0.1%New
Massachusetts Financial Services Co /ma/3,240,013$813.2M0.3%−1,111,413
Morgan Stanley2,841,730$710.4M0.0%+195,994
Aqr Capital Management LLC2,592,293$646.4M0.2%+410,985
Bank Of America Corp /de/2,397,812$599.4M0.0%+485,733
Amundi1,891,072$472.7M0.1%−602,913
Tiger Global Management LLC1,809,348$452.3M1.9%−190,652
Citadel Advisors LLC1,807,649$451.9M0.3%+1,247,044
Goldman Sachs Group Inc1,698,997$424.7M0.0%+333,293
Royal Bank Of Canada1,654,020$413.5M0.1%+129,786
Northern Trust Corp1,592,186$398.0M0.0%−11,243
Charles Schwab Investment Management Inc1,420,005$355.0M0.0%+115,215
Fmr LLC1,403,288$350.8M0.0%+152,487
Assenagon Asset Management S.A.1,235,974$309.0M0.2%+602,966
Ninety One UK Ltd1,226,351$306.6M0.7%+69,323
UBS AM, a distinct business unit of UBS ASSET MANAGEMENT AMERICAS LLC1,192,501$298.1M0.1%−212,247

13F reports cover disclosed long positions in U.S. stocks only.

Members of Congress who traded it

13 trades disclosed by members of Congress. “Vs S&P since” is the stock’s change since the trade minus the S&P 500’s.

DateMemberTradeAmountVs S&P sinceFiling
Apr 21, 2026Thomas H. Kean, Jr.Republican, HouseSale$1,001 - $15,000+13.4%Report
Mar 27, 2026Alan ArmstrongRepublican, SenateBuy$1,001 - $15,000−11.3%Report
Feb 12, 2026Julia LetlowRepublican, HouseSale$1,001 - $15,000+3.3%Report
Jul 29, 2025Julia LetlowRepublican, HouseBuy$1,001 - $15,000−28.0%Report
May 12, 2025Jefferson ShreveRepublican, HouseSale$15,001 - $50,000+39.8%Report
Apr 14, 2025Julia LetlowRepublican, HouseBuy$1,001 - $15,000−44.8%Report
Apr 8, 2025Robert P. Bresnahan, Jr.Republican, HouseBuy$1,001 - $15,000−48.8%Report
Mar 3, 2025Robert P. Bresnahan, Jr.Republican, HouseBuy$1,001 - $15,000−31.6%Report
Feb 10, 2025Robert P. Bresnahan, Jr.Republican, HouseBuy$1,001 - $15,000−29.1%Report
Feb 3, 2025Robert P. Bresnahan, Jr.Republican, HouseBuy$1,001 - $15,000−16.6%Report
Feb 3, 2025Robert P. Bresnahan, Jr.Republican, HouseBuy$1,001 - $15,000−16.6%Report
Feb 3, 2025Robert P. Bresnahan, Jr.Republican, HouseBuy$1,001 - $15,000−16.6%Report
Jan 18, 2023Thomas H. Kean, Jr.Republican, HouseBuy$1,001 - $15,000+5.7%Report

Members report amounts as ranges, not exact figures. Returns are price-only (no dividends).

SEC filer profile

How Take-Two Interactive is registered with the Securities and Exchange Commission, from its EDGAR record and the cover page of its latest annual report.

  • Name on EDGARTAKE TWO INTERACTIVE SOFTWARE INC2
  • CIK0000946581
  • Employer ID (EIN)51-035084221
  • Filer statusLarge accelerated filer not an emerging growth company; not a smaller reporting company; not a shell company21
  • Incorporated inDelaware21
  • Fiscal year endsMarch 312
  • Industry code (SIC)7372 Services-Prepackaged Software2
  • SEC reviewing officeOffice of Technology, Division of Corporation Finance2
  • Business address110 West 44Th Street, New York, NY 100362
  • Phone646 536 28422
  • Shares outstanding186,980,443 as of Jul 27, 202618
  • Public float$47.1B as of Sep 30, 202521
  • AuditorErnst & Young LLP, New York, New York PCAOB ID 42; it also attests to the company’s internal control over financial reporting21
  • On EDGAR sinceJun 16, 19972
  • Filings2,108 in all: 4 (1,001), 8-K (271), SC 13G/A (108), 144 (97), 10-Q (84), SC 13G (44), DEFA14A (43), 3 (39)2
    All 61 form types

    CORRESP (33), S-8 (32), CT ORDER (31), DEF 14A (29), UPLOAD (29), 10-K (28), S-3ASR (25), SC 14D9/A (17), SC TO-T/A (15), SC 13D/A (14), 424B5 (13), 8-K/A (12), ARS (12), 4/A (11), 10-Q/A (10), 425 (10), 10-K/A (9), 424B3 (8), FWP (8), S-3 (8), PRE 14A (6), S-8 POS (6), SC 13D (6), NT 10-K (5), 10QSB (4), S-3/A (4), SCHEDULE 13G (3), EFFECT (2), POS AM (2), SC 14D9 (2), SC TO-I/A (2), SC TO-T (2), SCHEDULE 13G/A (2), SEC STAFF LETTER (2), 10-KT (1), 10KSB (1), 10KSB/A (1), 15-12G (1), 3/A (1), 424B2 (1), 424B4 (1), 5 (1), 8-A12B (1), D (1), DFAN14A (1), NO ACT (1), NT 10-Q (1), RW (1), S-1 (1), S-1/A (1), S-4 (1), S-4/A (1), SC TO-I (1)

  • Latest filingsAnnual report (10-K) May 22, 2026
    Quarterly report (10-Q) Aug 7, 2026
    Proxy statement (DEF 14A) Jul 27, 2026
    Latest 8-K (8-K) Sep 30, 2026

Securities registered for trading

ClassSymbolExchange
Common Stock, $0.01 par valueTTWONASDAQ Global Select Market

From the cover page of the 10-K filed May 22, 2026 (Section 12(b) of the Exchange Act).21

Risk factors and legal proceedings

The risks Take-Two Interactive names in Item 1A of its 10-K filed May 22, 2026: 46 risks under these headings, as written.21

  • Risks relating to our business and industry
  • The interactive entertainment software industry is highly competitive.
  • The inability of our products to achieve significant market acceptance, the failure to retain existing players, delays in product releases or disruptions following the commercial release of our products may have a material adverse effect on our business, financial condition and operating results.
  • We are subject to product development risks which could result in delays and additional costs, and we must adapt to changes in software technologies.
  • Our quarterly and annual operating results are dependent on the release of hit titles and therefore dependent on the timing of our product releases, which may cause our quarterly operating results to fluctuate significantly.
  • We are dependent on the future success of our Grand Theft Auto products and other hit titles, and we must continue to publish hit titles or sequels to such hit titles in order to compete successfully in our industry.
  • The development, use, and incorporation of artificial intelligence (“AI”) into our products and within our industry may present operational, reputational, financial, and competition risks.
  • We cannot publish our titles without the approval of hardware licensors that are also our competitors, and we rely on a limited number of channel partners, some of whom influence the fee structures for online distribution of our games on their platforms.
  • We rely on complex information technology systems and networks to operate our business. Any significant system or network disruption or cyberattack could have a negative impact on our business.
  • Our business could be adversely affected if our consumer data protection measures are not seen as adequate or there are breaches of our security measures or unintended disclosures of consumer data.
  • We depend on our key management and product development personnel.
  • Attracting, managing and retaining our talent is critical to our success.
The other 35 risks
  • Our results of operations or reputation may be harmed as a result of offensive or potentially dangerous consumer-created content.
  • Our business is partly dependent on our ability to enter into successful software development arrangements with third parties.
  • Our business may be harmed if our distributors, retailers, development, and licensing partners, or other third parties with whom we do business are unable to honor their commitments or act in ways that put our brand at risk.
  • The increasing importance of digital sales and free-to-play games to our business exposes us to the risks of that business model, including greater competition.
  • If we acquire or invest in other businesses, intellectual properties, or other assets, we may be unable to integrate them with our business, our financial performance may be impaired and/or we may not realize the anticipated financial and strategic goals for such transactions.
  • We face risks from our international operations.
  • We depend on servers and Internet bandwidth to operate our games and digital services with online features. If we were to lose server capacity or lack sufficient Internet bandwidth for any reason, our business could suffer. Connectivity issues could affect our profitability and our ability to sell and provide online services for our products.
  • We use open-source software in connection with certain of our games and services, which may pose particular risks to our proprietary software, products, and services in a manner that could have a negative impact on our business.
  • Our software is susceptible to errors, which can harm our financial results and reputation.
  • Our ability to acquire and maintain licenses to intellectual property, especially for sports titles, affects our revenue and profitability. Competition for these licenses may make them more expensive and increase our costs.
  • We may experience declines or fluctuations in the recurring portion of our business.
  • Price protection granted to our customers and returns of our published titles by our customers may adversely affect our operating results.
  • Increased competition for limited promotional support from retailers could affect the success of our business and require us to incur greater expenses to market our titles.
  • A limited number of customers account for a significant portion of our sales. The loss of a principal customer or other significant business relationship could seriously hurt our business.
  • Content policies adopted by retailers, consumer opposition and litigation could negatively affect sales of our products.
  • We submit our products for rating by the ESRB in the U.S. and other voluntary or government ratings organizations in foreign countries. Failure to obtain a target rating for certain of our products could negatively affect our ability to distribute and sell those games, as could the re-rating of a game for any reason.
  • If we are unable to protect the intellectual property relating to our software, the commercial value of our products will be adversely affected, and our competitive position could be harmed.
  • The value of our virtual items is highly dependent on how we manage the economies in our games. If we fail to manage our game economies properly, our business may suffer.
  • Some of our players may make sales or purchases of virtual items used in our games through unauthorized or fraudulent third-party websites, which may reduce our revenue.
  • Risks related to legal or regulatory compliance
  • Companies and governmental agencies may restrict access to platforms, our website, mobile applications or the Internet generally, which could have a negative impact on our business.
  • Our business and products are subject to a variety of existing U.S. and foreign laws and regulations, many of which are unsettled and still developing, as well as potential new legislation, all of which could subject us to claims or otherwise harm our business.
  • The laws and regulations concerning data privacy, consumer protection, and certain other aspects of our business are continually evolving. Failure to comply with these laws and regulations could harm our business.
  • If we infringe on or are alleged to infringe on the intellectual property rights of third parties, our business could be adversely affected.
  • Risks related to financial and economic condition
  • We have a significant amount of outstanding indebtedness, and may incur other indebtedness in the future, all of which may adversely affect our financial condition and future financial results.
  • Delaware law, our charter documents, and provisions of our debt agreements may impede or discourage a takeover, which could cause the market price of our shares to decline.
  • Changes in our tax rates or exposure to additional tax liabilities could adversely affect our earnings and financial condition.
  • Our ability to use net operating loss and tax credit carryforwards to reduce future years' taxes could be substantially limited under Internal Revenue Code Sections 382 and 383 if we experience an ownership change as defined in the Internal Revenue Code Section 382.
  • We are subject to risks and uncertainties of international trade, including fluctuations in the values of local foreign currencies against the dollar.
  • Our reported financial results could be adversely affected by the application of existing or future accounting standards to our business as it evolves.
  • Declines in consumer spending and other adverse changes in the economy could have a material adverse effect on our business, financial condition and operating results.
  • General Risk Factors
  • Additional issuances or sales of equity securities by us would dilute the ownership of our existing stockholders and could adversely affect the market price of our common stock.
  • We are subject to risks related to corporate and social responsibility and reputation.
  • Catastrophic events and climate change may have a long-term impact on our business.
  • We may be adversely affected by the effects of inflation.
  • We are and may become involved in legal proceedings that may result in adverse outcomes.

Legal proceedings

Refer to Note 14 - Commitments and Contingencies to our Consolidated Financial Statements for disclosures regarding our legal proceedings.

The opening of Item 3, Legal Proceedings.21

Sources

The numbers on this page point here. Each one links to the record it came from.

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